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Reputation: 117 I have a solid reputation
Group:
Junior Members
Active Posts:
46 (0.03 per day)
Most Active In:
Duke Nukem 3D maps & level editing (30 posts)
Joined:
23-June 13
Profile Views:
3,416
Last Active:
User is offline Mar 11 2018 08:33 PM
Currently:
Offline

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Age Unknown
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Posts I've Made

  1. In Topic: [RELEASE] Fortified Fissure

    11 March 2018 - 08:31 PM

    View PostPoorchop, on 11 March 2018 - 06:41 PM, said:

    Spoiler


    Spoiler
  2. In Topic: [NEW RELEASE] Lighthouse Island

    25 November 2017 - 07:16 PM

    Quote

    *snip*
    Found lonely Sector Effector (lotag 0) at (86656,85376)
    *snip*


    I looked at that location in Mapster. There's an SE there that's actually two SEs overlapping each other; only one is tagged appropriately, and the other is untagged.
    If I'm not mistaken, the map theoretically shouldn't work at all when there's an untagged SE lying around like that.
  3. In Topic: [RELEASE] Mario Kart 64 Double Deck

    10 July 2017 - 02:10 AM

    View PostPaul B, on 09 July 2017 - 09:27 PM, said:

    Intresting toilet duck launches a new map then doesn't come back to the forums... hope everything is ok on his end....


    Things are okay on my end; I've just been working on other maps at the moment.
  4. In Topic: polymost rendering transparency wrong (blatent example)

    09 May 2017 - 01:14 AM

    Quote

    moving the transparent sprite ever so slightly farther away from the camera than the sprite it is on top of

    Maybe this is just me, but I think that moving a sprite to a closer/farther distance from the camera might cause unwanted side effects when something else requires the sprite to be at the correct distance.
    As an alternative...is it possible to make certain sprites automatically "win" or "lose" when it comes to priority over other sprites at exactly the same distance? (I'm imagining some kind of "tiebreaker" mechanism...) If so, then that might be a better solution.
  5. In Topic: Sprite Transparency

    03 May 2017 - 09:40 PM

    The Duke3D palette contains two different pink colors that look identical in Editart but are treated differently by the game engine. One color is the transparent "magic pink" color used for transparency in the vanilla tiles; the other is treated as a non-transparent color but looks the same in Editart. To make the transparency work properly, you need to ensure that your tiles are using the correct pink color.

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